For jobs at the Electric or Fueled Stove, the pawn must be assigned to Cooking. For jobs at the Refinery or Drug Lab, the pawn must be assigned to Crafting. Making paste meals does not require cooking skill, it is assigned under crafting, and uses the pawn's General Labor Speed (formerly called Unskilled Labor Speed in RimWorld 1.0). You must complete the vanilla "Packaged Survival Meal" research project to enable the recipe for Packaged nutrient paste meals. Packaged nutrient paste does not rot and does not give food posioning. Takes twice as much raw material to make as regular nutrient paste meals (0.6 nutrition per meal), but the ingredients are no longer recognizable to any pawn who eats it. Makes a heavily processed nutrient paste meal by extracting nutrients from any organic material (including plant matter and haygrass). You must complete the vanilla "Nutrient Paste" research project to enable the recipe for regular nutrient paste meals.Ģ) Make packaged paste meal/Make packaged paste meal x4: produces the "Packaged paste meal". Has the same nutrient cost as vanilla nutrient paste (0.3 nutrition per meal), the same restrictions on ingredients (any raw food, but no plant matter like Hops or Hay), and does not remove the human or insect meat tags from the completed meals. Since neither hoppers nor NPD's can be uninstalled but only deconstructed, plan carefully for placement of both the NPD and your preferred number of hoppers, plus room for haulers to load the hoppers.Allows the production of 2 varieties of nutrient paste meals (either one at a time or a batch of 10 meals) at the Biofuel Refinery, the Drug Lab, or the regular Electric/Fueled Stove:ġ) Make nutrient paste meal/Make nutrient paste meal x4: produces the vanilla "Nutrient paste meal". Small shelves are cheaper to create and hold 3 items rather than 1, so they are a better general storage option. Unless you get food from many different sources, you'll only need a few hoppers to the dispenser to avoid jamming. Should this "jamming" occur and adding hoppers be infeasible, the existing hoppers will need to be emptied before more of a different foodstuff can be added. Having multiple hoppers allows multiple small stacks of foodstuff to be consumed by the machine at once. With only 1 hopper, a quantity of 4 meat would prevent colonists from placing 75 rice in the hopper, resulting in food not entering the dispenser. Placing multiple hoppers is recommended, as hoppers can only hold 1 stack of food at a time. Hopper mouse indicator will turn from red to green for correct placement and colonists will pick NP meals from the dispenser However, reprocessing kibble or pemmican is technically more efficient than using raw food. This can be wasteful a full corpse will only produce 1 meal, for instance. It is possible to force food on top of a hopper by taking it to a pawn's inventory, positioning the pawn directly north of the hopper, and then manually dropping it in front of the hopper. This includes all biological corpses, any type of meal, and kibble. Set this priority higher than other food stockpiles to make sure food is hauled to the hopper.ĭespite the limitations in the stockpile selection, the machine will consume any type of food (except hay). The hopper defaults to Important priority. Otherwise, it works like any other stockpile zone - you can click the "Storage" tab to select priority and stored items. Unlike with most other haul tasks, hauling to a food hopper is considered both a "Cook" and a "Hauling" work job. Hoppers act like a stockpile zone, but can only hold raw food other than hay. The dispenser can draw from multiple hoppers at the same time. Meals draw from hoppers from the bottom-left-most tile first, going counter-clockwise from there. ![]() A dispenser with 13 hoppers could have up to 975 foodstuffs available for processing, or 162 nutrient paste meals. A total of 13 hoppers can service a single dispenser. Hoppers are installed on any side of a nutrient paste dispenser, except the interaction spot (front center). ![]() Numbers indicate order the hoppers will be drawn from - Note that this order is not rotated if the disperser is. Gold tile is the dispenser's interaction spot.
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